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Research On Game Anxiety Level Regulation Strategies And Implications For Educational Games

Posted on:2018-03-07Degree:MasterType:Thesis
Country:ChinaCandidate:R N HuFull Text:PDF
GTID:2357330542979866Subject:Education Technology
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The Internet has created network civilization.With advanced technology,human learning,entertainment and communication have undergone tremendous change.The representative of the entertainment industry,online games,television become pervasive in human's life,while needs for lifelong learning have been increasing.The rapid development of technology has brought great change in the way of learning,but the fun of learning is far less than the entertainment industry,such as gaming experience,the problem in self-learning still exist.Xinhuanet.com found that,from middle school to college,there are some students have bad habit of learning every few minutes to see the social network,leading to the generally poor learning achievements.2017 NPC&CPPCC on March 5,proposed group anxiety of parents on students' extracurricular academic burden.Don Tapscott concluded in his book Grown Up Digital,eight features network group has,including the wish to merge entertainment into learning,work and social life,the wish to make learning easier and more fun.Educational game is the great method to release self-learning and academic burden.A lot of meta researches prove the effectiveness of educational game.Whether the educational games can meet players'demand of fun and meanwhile reach the goal of learning,and promote self learning motivation?In other word,how to make players play well and learn well at the same time?Study on the literature review of domestic and foreign education game design research found,firstly,educational games draw lessons from games to meet the design demand,mainly from the perspective of positive emotions,such as how to promote the game player enjoyment,how to promote the motivation and immersive experience,how to improve the behavior intention and sustainable behavior intention,how to meet the needs of the game player.Instead of with reverse thinking mode,how to adjust levels of frustration and boredom?It is not the right way to reduce such negative emotions,which ignores the positive significance of human negative emotions.Secondly,the design of educational games put emphasis on strategy of combining education and games,to achieve learning purpose with subtle influence,making the game player master knowledge unconsciously,while ignoring how to let the game player learn stimulated by self-driven motivation.Thirdly,current research failed to distinguish between commercial games immersion and educational games immersion.Commercial game immersion experience mainly pursue pure entertainment and pleasure experience,but immersion experience in educational games also includes immersion in knowledge.That's to say,targeting both on the best experience and at the same time achieving the learning target.For once game based instruction method cancelled,people will fall into the opposite situation.Fourth,the existing research rarely focus on emotional and psychological changes of the game player during the game.Motivation and difficulty regulation guided by flow theory is important,but the mood changes directly affect whether users will leave or not.Based on the above four points,this research chose anxiety as the perspective,found the facilitative anxiety level is intermediate balance between anxiety and immersion experience,the middle regulation point of frustration and boredom.Most importantly,facilitative anxiety level has the potential to promote the motivation of autonomous learning,the immersion experience level and the achievement.Therefore,this study aims to explore the level of anxiety in the educational game and promote the realization of facilitative anxiety level.Beacause the gaming nature of educational game and commercial game is the same and we must ensure the gaming nature of educational game,that's why we draw on experience from commercial game.In order to determine how to achieve facilitative anxiety level,the study use hypothetical outcome variables of anxiety,and take disturbance variables into consideration.Using the method of questionnaire investigation,determine the relationship among commercial game game player's anxiety level and assumed outcome variables(flow experience,game achievement,and learning motivation)assumed influencing variables(personality,self-efficacy,and individual characteristics).Variable relationship model is established by AMOS,and the correlation analysis and regression analysis by SPSS to determine the promotion of regression equation and related variables of anxiety level.The results of data analysis show that the overall level of anxiety can predict the immersion experience,some of the personality traits and game experience have significant influence on the level of anxiety.Based on the relationship between variables,To make up the shortcomings of contextual interference,experience sampling method used in the evaluation of ecological momentary anxiety.Such longitudinal survey of game player,found immersion experience and anxiety level have the curves of dynamic wave.To determine the best point of the player anxiety level,making the video recording of the player's operation and game as the case to be analysed to determine the key design features.In the final,the education game anxiety level regulation design method frame and corresponding strategies put forward according to games design features framework and special feature of educational games.Mainly contains setting numerical control as the main guide,combine the basic characteristics from player personality,teaching needs,game characters to keep the game player get great experience and moderate anxiety in the game.
Keywords/Search Tags:Video game, educational game design, anxiety level control, immersion
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